// webgl/webgl_interactive_cubes.js
import {document,window,requestAnimationFrame,cancelAnimationFrame,Event,core,performance} from 'dhtml-weixin';
import * as THREE from '../three/Three.js';

import Stats from './jsm/libs/stats.module.js';
var requestId
Page({
	   
         onUnload() {
	   		cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
        
	},
         webgl_touch(e) {
        const web_e = Event.fix(e)
        //window.dispatchEvent(web_e)
        //document.dispatchEvent(web_e)
        this.canvas.dispatchEvent(web_e)
    },
async onLoad() {
        const canvas3d = this.canvas =await document.createElementAsync("canvas","webgl")
var that = this

        let container, stats;
        let camera, scene, raycaster, renderer;

        let INTERSECTED;
        let theta = 0;

        const pointer = new THREE.Vector2();
        const radius = 100;

        init();
        animate();

        function init() {

            container = document.createElement( 'div' );
            document.body.appendChild( container );

            camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );

            scene = new THREE.Scene();
            scene.background = new THREE.Color( 0xf0f0f0 );

            const light = new THREE.DirectionalLight( 0xffffff, 1 );
            light.position.set( 1, 1, 1 ).normalize();
            scene.add( light );

            const geometry = new THREE.BoxGeometry( 20, 20, 20 );

            for ( let i = 0; i < 2000; i ++ ) {

                const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );

                object.position.x = Math.random() * 800 - 400;
                object.position.y = Math.random() * 800 - 400;
                object.position.z = Math.random() * 800 - 400;

                object.rotation.x = Math.random() * 2 * Math.PI;
                object.rotation.y = Math.random() * 2 * Math.PI;
                object.rotation.z = Math.random() * 2 * Math.PI;

                object.scale.x = Math.random() + 0.5;
                object.scale.y = Math.random() + 0.5;
                object.scale.z = Math.random() + 0.5;

                scene.add( object );

            }

            raycaster = new THREE.Raycaster();

            renderer = that.renderer = new THREE.WebGLRenderer({canvas:canvas3d});
            renderer.setPixelRatio( window.devicePixelRatio );
            renderer.setSize( window.innerWidth, window.innerHeight );
            container.appendChild( renderer.domElement );

            stats = new Stats();
            container.appendChild( stats.dom );

            document.addEventListener( 'mousemove', onPointerMove );

            //

            window.addEventListener( 'resize', onWindowResize );

        }

        function onWindowResize() {

            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();

            renderer.setSize( window.innerWidth, window.innerHeight );

        }

        function onPointerMove( event ) {

            pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
            pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

        }

        //

        function animate() {

            requestId = requestAnimationFrame(animate);

            render();
            // //stats.update();

        }

        function render() {

            theta += 0.1;

            camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
            camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
            camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
            camera.lookAt( scene.position );

            camera.updateMatrixWorld();

            // find intersections

            raycaster.setFromCamera( pointer, camera );

            const intersects = raycaster.intersectObjects( scene.children, false );

            if ( intersects.length > 0 ) {

                if ( INTERSECTED != intersects[ 0 ].object ) {

                    if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

                    INTERSECTED = intersects[ 0 ].object;
                    INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
                    INTERSECTED.material.emissive.setHex( 0xff0000 );

                }

            } else {

                if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

                INTERSECTED = null;

            }

            renderer.render( scene, camera );

        }
    }
})